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=================== T O D O =============================
1. Too many weapons may cause the list go beyond workflow pane.
for now it's not too awful because this means you have more
than enough of the same weapon, such that it won't matter which one you connect.
(remember that there's a loop preventing mechanism in the suggestions)
2. auto-aimer is simple, but should work for this entry.
3. no naming of devices - didn't have time. You still can manage without it.
4. StretchMode - it's a best effort to support multiple resolutions,
thus, turning AutoScale off would make it easier almost definitely
and might ruin the game for you.

======================= I N F O =============================
This game/prototype is a result of me trying to do
(that's literally what's written on the paper of brainstorming here):
Tower Defense Puzzle.
(actually I also wrote "with alien mechanics") but that idea dropped
since I had no time to implement it.
(it was supposed to be an event where aliens attack you and you learn
gain access to their weapons when robbing their bodies)
But as you'll see the game/prototype itself is short enough as it is.
Still hope you'll enjoy it for it =] !

====================== T O O L S ======================================
This entry is written in JS and Canvas only.
It is using JSCF which is my custom canvas library, right now in development.
As such, it still lacks a bit documentation about what's ready and what's not and that's why some code is "re-written" instead of being used from the library.

You can check out the source code of JSCF in github:
https://github.com/g--o/JSCF
Right now, it is active only on branch develop so you should check the files over there.

@nanimono haha
@Ilseroth sure, sorry for not mentioning.
@onyon I'll be glad to have a link =]
@justinooncx yeah, well for some reason GameJolt is having trouble with loading my assets. for now I removed the web version until I'll solve this compatibility problem.

Hi, I just played your game :)
That was weird to take in hands. Some time to understand where to click and when, we might need some user details such as arrows to move the weapons or highlighting clickables controls.
The music is really nice, simple but I liked it and my very unefficient-and-terrible-music-maker skills envy you :p
No problem while downloading or loading. Aprreciated the extra that took me a laught, and the "maintenance - junk food and ice cream" haha

Finally, the game needs some finish and polish fixes, but this is a nice entry though :)
Thanks mate !

@Vegevan - oh I see what you mean. yes indeed needs some highlighting going on.
awww thanks for the compliment on the music, it was Fleet-Foxes inspired :P. I'm sure you're not that terrible. plus I have this problem in making art (which is why I never had the time to make highlights... making the simplest 2 tile animation takes me an hour =[ ).
I guess we all have some inefficincies.

Music is good, but there is a lot of small problems making it hard to play & enjoy:
- It was problematic to pass the tutorial 0_o
- Seems like first shot is always auto aims enemies
- Cant see results of the attack, hard to maintain the status of the castle
- Non responsive visuals

@Garfeild
Can you please elaborate?
This is really important to me, because I've been told there's something missing here in the polishing department but I'm not quite sure why it was that bad?

I mean I explicitly wrote in the description it's a Tower Defense game.. in most tower defense games there's no real need to aim. That's why there's always auto aim...

So to kind of clear things up:
1. what was problematic with the tutorial? Where did you get stuck?
2. As said, it always auto aims!
3. Are you talking about a health bar? I agree it made the game more difficult but you need to remember this is sorta puzzle game as well. There is a certain way to beat this game, so that it would be possible finantially.
4. NON RESPONSIVE VISUALS?!? What are you talking about?

Please please answer these questions because it's kinda important to me to understand where I fu*k up each LD.
It's my fourth dammit and always have problems with polishing XD!

Sometimes, the intro screen is bugged... rightclicking the catapult made it vanish (happened to me the first two times, then not anymore, then again randomly when I restarted)

On the start of level 2, I can't really buy any units - not sure if it's supposed to be that way.

It's really cool to chain together multiple cutters for a barrage of shots (even better when lit on fire!)

I sometimes lost against the first big guy seemingly randomly - even with the catapult directly in front, firing 4 stones at a time. Sometimes, it was defeated, sometimes, it crushed my castle.

I think you could improve the linking mechanics, especially, when using the same weapon type more often than once. Also, the level start button should be more obvious - I can never be sure, if clicking the checkmark will start the level, or just open the next screen. Maybe write "start level" or something if that one checkmark will start the game, rather than switch menus.

The controls were a bit frustrating, but the battle cinematics were great! The soundtrack is also really cool, but a second track for the battle animation (battle music!) would have been great, too :)

@Vaiaphraim
Thanks for playing and reporting!
Very useful info you're giving me here.

As of level2 - yes it's supposed to be a 2 wave battle.
the chaining - I know I can't say that but I like it too haha this is the pay off for the mechanics I programmed.

I noticed it too and I assumed it was because I didn't position my catapult straight ahead (this is partially my fault because I didn't make it drag n drop) but if it's straight ahead it's wierd and very possibly a bug!
Thanks for reporting!

As of the clearity of starting the level - you're absolutely right!
I can't ignore it - it's just a shitty design! Very sorry for that.
As of the linking mechanism - perhaps I could make a more dynamic GUI but I had a hard time during the compo so having a dynamic GUI seems like a future feature to me, so perhaps in days to come. Good idea non the less, I agree it can't stay like (assuming number of weapons increase, naturally it would).

Yay! I do feel like the work is worth it when you see an epic fight going on as a player - for example for clever chaining, and as a developer - to see the mechanics in action. couldn't be happier =)

I'm sorry the controls are frustrating - I assume you meant the repositioning. Yes drag n drop will come in the future.

About the music - thought of it too!
So I guess I mostly agree with you =)

@SamuelSousa
Thanks for answering!
I know I'm asking too much but it seems you're the only one having this problem and it's kinda improtant. First of all - what browser do you use?
And if it isn't too much of an hassle please send a screenshot what you did cause I can't recreate what you're describing (or what I think you're describing)...

@Vaiaphraim
UPDATES:
HAHA as for the vanishing of the Catapult randomly - it isn't vanishing my friend!
You made it out of the screen because you clicked on the right side of it, so it moved right and out of the screen XD
It still exists though, it shoots and all.
Sorry for that.

As for the intro screen - I think it's because I don't preload it. I'll have a progress bar next time.

Interesting, like the laidback feel for a castle-defense game. Wasn't clear how you're supposed to move the catapult along the wall.
Could use some more feedback on the damage on the big knight, never felt I had a chance against him.

The game seems a bit buggy: I somehow got both my catapults connected to the cutter, and I got fireballs even though I didn't have a torch yet. And I was unable to reposition any of my stuff (using Chromium 52.0.2743.116 (64-bit) on Arch Linux).

The interface also takes some getting used to. For instance, how can I tell which of two identical catapults are connected to my cutter? It would be nice to do this on the objects themselves instead of in a dialog, for instance by dragging a line from the cutter to a catapult.

Secondly, about the two catapults - this is the first time I encounter this!
The catapults should not be able to feed anything.
So I have no idea how you have done that! I honestly don't! It's not an option so perhaps it's a compatibility problem with your browser.

And it's also impossible you connected one cutter to both catapults because there's literally only one target variable to feed to!

About the dialog - to make into a more complex, dynamic and most of all GOOD gui it would take lots of work which of course I hadn't time for in 48 hrs.

About being unable to reposition - did the context menu show up?

I'm sorry to say but it seems like your browser really doesn't support at least one thing I do there so it just gives up the rest of the script reading or so it seems because what you're describing is logically impossible in the code...

Thanks for the feedback, I'd be more than happy if you'd try your luck with firefox =)

I enjoyed but I have problems. Sometimes, since the positions of the enemies are random, I missed shots choosing a lot of different places for the catapult. The second thing is that you can move the catapult out of the screen (and you need to restart the game). Finally, i didn't pass the boss. I tried with 2 catapults first time and with 2 cutters several times (12 stones in this case) but the boss was alive.

@SamuelSousa
Sounds like some untaken care of case.
My bet is resizing of the window or something similar.
@The Mad Strauss
I never had problems when positioning the catapults right with hitting the soldiers.
Perhaps you played in strech mode?
As of the boss- kinda heard of people not being able to beat it. I always managed to do so when positioning in front of him and chaining 2 cutters.
Since I had no time to make the positioning drag n drop there could be an extreme case where the positioning difference does not allow you to be in front of the boss.
I assure you the game is beatable.
Thanks for playing =)
Glad you enjoyed!

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